Very interesting comments by a developer who uses PSVR, Rift and Vive found
here.
Lots of fascinating comments there from the dev.
Rift has the least amount of screen door effect. PSVR has slightly more screen door effect. Vive has more noticeable screen door. This is down to the quality of the optics used. Significantly higher quality optics on the Rift versus PSVR (low quality but has RGB screen) and Vive (lower quality than Rift coupled with pentile screen). Other visual artifacts noted due to the lower quality optics on the Vive.
Lots of FUD spread about the Rift vs. Vive.
Need to play PSVR in a dark room as there is light bleed due to the design (comfort over functionality).
3D sound will diminish greatly if not using the included headphones/ear buds due to differences in driver location versus the included hardware. Developer is expecting Rift to offer a more consistent 3D audio space among users as it's expected many users will ditch the IEMs (due to discomfort) included with PSVR and Vive versus the earphones on the Rift.
Rift has by far the superior headset when it comes to construction and tech and materials.
Rift touch controllers preferred over Vive due to support for finger tracking, more comfortable holding position for hands, and analog grips.
Need special faceplate to use Rift with glasses. Not needed for PSVR or Vive.
Video feed is always a frame or two behind reality making pseudo AR problematic/gimmicky on the Vive. Great for object avoidance and finding your keyboard, however.
Development team feels wide scale adoption of room scale games will be problematic as people are mostly unwilling or unable to dedicate a 3.5m x 3.5m space for it. They find they need to greatly limit the scale of room scale games in order to accommodate players that can't dedicated a lot of space for it. Developer's wishful thinking is that Apartment sizes will increase to drive adoption of said feature.
Likely too much trouble to bother with and most developer's may just ditch any plans they have for room scale.
Any game that receives any amount of funding from Sony will be required to sign a contract making that game exclusive (timed or otherwise) to the PSVR.
Currently the majority of studios are focusing on PSVR and Rift. Vive will get some optimized software as well. Everyone else just gets ports of Rift/PSVR versions unless one doesn't exist then they likely get a port of the Vive version. That could change in the future depending on where the market is.
Consumer version of Rift feels like wearing a hat.
So, my personal take away from reading all that.
- Occulus went for a very high quality headset. Optics, weight reducing materials, mechanical IPD adjustment, etc.
- Vive went for a slightly lower quality headset but slightly better room cameras as well as the outfacing camera on the headset.
- PSVR went with a low quality headset. Makes sense since it's meant for the consumer space which is more price sensitive, and it's good enough for what the PS4 can deliver performance wise.
It likely costs Occulus significantly more to manufacture their headset than either of the other two players, especially Sony.
Nothing I read made me want to get any of them. But I do find any and all technology to be fascinating. Especially when it comes to design and design compromises. For example, Sony choosing to focus on comfort (slightly more comfortable than the Rift) at the expense of light bleed into the VR experience (if not in a dark room).
Regards,
SB